Terrorpaw

(Generated 13 times)
Namelist None
Tags
Combatmodule
Rank Veteran
Race Bear
Cult rank None
Notes Natural Armour: Tough hide counts for 3AP. TACTICS Will only engage the character(s) willingly if: They move in to initiate combat If a single opponent manages to stand their ground against her Intimidate ability for three full combat rounds (roll once each round). She will not close like this against multiple opponents. If Tadc takes a Serious Wound or worse and is still conscious enough to yell out for Terrorpaw to help. When Engaged Terrorpaw in combat is a terrifying opponent and her Intimidate ability will continue to make it hard for all characters to focus their weapons on Terrorpaw. She will use this to quickly tear up the brave ones first and then turn on the others. She will mainly use her claws to both attack and parry (though she might take damage from Unarmed parries, as described on page 222 of Mythras) when engaging at longer ranges. Against an opponent that has closed in, she will turn to using her Bite and forego defence to mangle them quickly. She will prefer using Bash, Bleed and Grip Special Effects to convince her opponents to get away from her. Terrorpaw has no interest in the characters deaths in the short-term (though she might like to eat them later) so when a character becomes unconscious or perhaps plays dead (successful Hard Deceit roll opposed by her Perception) she will leave them to focus on other threats first. If Outnumbered If attack by three opponents or more Terrorpaw will go on the defensive. She will use her claws to parry incoming attacks, but will try to manoeuvre to a position where she can escape. After escaping she will either run to Tadc or leave the area entirely. If Cornered If cornered by multiple opponents and with no avenues of Escape, Terrorpaw will determine which opponent is the least dangerous one (probably the one with the smallest SIZ or the smallest weapon/shield) and close with them. She will attempt to Bash them aside and escape as per above. If Wounded If Terrorpaw receives two or more Serious Wounds or gains four or more levels of Fatigue during the fight, she will panic and run away, leaving Tadc by herself.
CreatorUncle
Stats
STR 25
CON 15
SIZ 30
DEX 14
INT 16
POW 8
CHA 0
D20Hit locationArmor
01-03 Right rear leg 3
04-06 Left rear leg 3
07-09 Hindquarters 3
10-12 Forequarters 3
13-15 Right Front Leg 3
16-18 Left Front Leg 3
19-20 Head 1 0
Attributes
Movement 8
Natural armor Yes

Non-random features

ListFeature
Ability ***Intimidate*** May intimidate opponents as a prelude to combat or to avoid it altogether. Unopposed Willpower roll - a failure - spend the next round moving farther from creature. Fumble - flee at max speed. A critical ignore intimidation during that encounter. Continues for as long as the creature continues to act in a threatening manner

Standard skills

Athletics 68 Brawn 81 Endurance 67
Evade 44 Perception 60 Stealth 48
Swim 72 Willpower 44

Custom skills

Survival 65 Track 66

Combat styles

Big Bear - Bite & Claw70

Weapon options

1-handed weapons

Amount: 0
Bite (1)
Claw (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0

Shields

Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Bite 1h-melee 1d8 S L - Y Y 3 10 Head
Claw 1h-melee 1d8 H L - Y Y 3 10 Head